Coin

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RPG Superstar 6 Season Dedicated Voter, 7 Season Dedicated Voter, 8 Season Dedicated Voter. 200 posts (5,633 including aliases). No reviews. No lists. No wishlists. 32 aliases.


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0

Albert does nothing for the research, though he does find Tristain's stash of nudie drawings, which may be why he did nothing for the research.

Albert dons his noble's outfit and jewelry for the trip to the count's court. When they arrive he does his best to hide the stinkeye routine behind the party, but he still scans the gathering for evil. After Tenny pokes him and complains a few times he stops the eyebrow wiggling and proceeds in the social manner of a kind old man as he approaches a nearby guest.

"Well met, I'm new to these gatherings, any advice for an old codger like myself?" The old man's friendly smile sends wrinkles across his face and doesn't look creepy at all.

Diplomacy: 1d20 + 12 ⇒ (15) + 12 = 27


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

yep, still use that spell, the benefit is the +4s, Hektir you should make that 1st save without using the luck

Quinn follows his prayer of protection with a storm of fire that burns all of the witches, except Pems.

SR check: 1d20 + 16 ⇒ (2) + 16 = 18

Fire Storm: 16d6 ⇒ (4, 3, 2, 3, 3, 1, 4, 5, 3, 1, 6, 3, 6, 4, 4, 2) = 54 fire damage and catch on fire, taking 4d6 points of fire damage each round, DC 23 Reflex save for half and not catching on fire


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0

Albert listens to the talk of acorns and lost dreams, but his focus remains on the yellow king the entire time.

detect evil for the full 3 rounds, assuming Al isn't stunned after the second round. Creatures with actively evil intents count as evil creatures for the purpose of this spell.


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

Quinn expels a burst of healing energy for the party.

channel heal: 8d6 ⇒ (6, 2, 6, 3, 1, 2, 6, 1) = 27

Quinn wrinkles a brow at Hektir's actions. "You didn't even sample their beer, or take their loot. And you haven't gruffly told me what to do for a while now, what's going on with you?" Quinn, finally realizing that Hektir may be ensorcelled, starts thinking of ways to remove the curse on his companion.


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0

Al gives thoughtful consideration to the veil that Tenny suggests. "It would keep the sun out of my eyes and face and that would be nice. The bee keepers in our farming community had nice billowy nets attached to their hats, maybe we could find one of those? I don't think folks would trust me though without being able to see my face."

As the voyage lingers on Albert becomes concerned with Tenny's languor and resolves to add some excitement to her days by sneaking up on her every now and then.

Stealth: 1d20 + 9 ⇒ (16) + 9 = 25
Stealth: 1d20 + 9 ⇒ (15) + 9 = 24
Stealth: 1d20 + 9 ⇒ (6) + 9 = 15
Stealth: 1d20 + 9 ⇒ (5) + 9 = 14
Stealth: 1d20 + 9 ⇒ (18) + 9 = 27
Stealth: 1d20 + 9 ⇒ (15) + 9 = 24
Stealth: 1d20 + 9 ⇒ (9) + 9 = 18
Stealth: 1d20 + 9 ⇒ (20) + 9 = 29
Stealth: 1d20 + 9 ⇒ (13) + 9 = 22
Stealth: 1d20 + 9 ⇒ (10) + 9 = 19


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half-elf Oracle 11 | HP 91 | AC 27/15/24 | F +6, R +7, W +9(+2) | init +3, Perception +7 | CMB +9, CMD 24

Kel blinks a few times as the fog in her mind clears. A long sigh leaks out as her shoulders slump. "Gods, that was terrible. Thank you!" She smiles weakly and finds a boulder to sit upon. "Why are my hands all dirty and smell like mushrooms?"


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half-elf Oracle 11 | HP 91 | AC 27/15/24 | F +6, R +7, W +9(+2) | init +3, Perception +7 | CMB +9, CMD 24

"Yes, lets go, I think, should we?" Kel extends a moonlight bridge down from the platform and slides down it. "Weeeee" At the bottom she forgets about the others and steps off the bridge causing it to disappear.


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half-elf Oracle 11 | HP 91 | AC 27/15/24 | F +6, R +7, W +9(+2) | init +3, Perception +7 | CMB +9, CMD 24

Encouraged by her success, Kel continues to placate the glyph.

"It's so nice and peaceful here now, nothing can hurt us while Calla is watching."
Bluff w/ guidance: 1d20 + 20 + 1 ⇒ (13) + 20 + 1 = 34

"Lefrik is so big and strong, he can fight off anything."
Bluff w/ guidance: 1d20 + 20 + 1 ⇒ (1) + 20 + 1 = 22

"Nothing can sneak up on Brue, he's lord of the shadows."
Bluff w/ guidance: 1d20 + 20 + 1 ⇒ (9) + 20 + 1 = 30

"And Anklebiter is a mighty wizard of the Peace and Love schools."
Bluff w/ guidance: 1d20 + 20 + 1 ⇒ (8) + 20 + 1 = 29


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0

Albert eyes the young mage's dramatics at his first exposure to spending time in the hot sun. "Boy, I've seen folks complain like it's the end of the world during their first day in the fields, then drink pints at the tavern that evening. You'll be fine once you're in the shade for a bit. You should put down them books and get outside more often"

did Al's healing work in this dream realm?


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0

When they reach the caravanserai Albert tends to the struggling party members including himself. "That's some awful heat out there."

lay on hands to remove the fatigued condition and heal for Tenny, Heinrich, and Al

dirt on it, Tenny: 3d6 ⇒ (1, 2, 3) = 6

dirt on it, Heinrich: 3d6 ⇒ (5, 6, 4) = 15

dirt on it, Albert: 3d6 ⇒ (1, 5, 3) = 9


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half-elf Oracle 11 | HP 91 | AC 27/15/24 | F +6, R +7, W +9(+2) | init +3, Perception +7 | CMB +9, CMD 24

Kel wrinkles her nose at the fallen mushroom and tends to any remaining wounds. "What a terrible creature, I hope we're done with this dark land and back beneath the stars soon."

any additional healing needed after the devas efforts?


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0

"We ain't using no unholy anything!" Al declares. Taking the lead from Tristain, he pulls out a hammer and chisel and starts to work on the stone. "I'll just put my name on it, so they knows we were here." Slowly, crudely, he chisels out ALPERT VA5 HEPE. After he's done he stands back and admires the craftsmanship. "That ain't my best work, but folks can figure it out I reckon."


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

"Why do they always have to be evil?" Quinn whines, "Imagine how great of a tavern that thing could run, beer always cold, really can split it's attention among multiple customers, be it's own bouncer, really is a shame it has to be like this." Quinn keeps a watch while Mal provides resistance and Hektir heals. "It might be able to get out of the cave through another passage. If it tries to sneak around on us maybe we can run through and avoid it completely."

Perception: 1d20 + 31 ⇒ (11) + 31 = 42


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half-elf Oracle 11 | HP 91 | AC 27/15/24 | F +6, R +7, W +9(+2) | init +3, Perception +7 | CMB +9, CMD 24

"Welcome Angel, times are dark and we need your help. A group of criminally stupid elves has failed to halt the plans of another group of criminally stupid elves that are attempting to drop massive rocks from outer space upon the planet to destroy all life on the surface. Despite exposing their plans, infiltrating their evil city, and saving the corrupt council of inaction, they have deemed that we need minimal resources and no allies for this quest that the world depends upon for survival. Did I mention they were criminally stupid? Please, angel friend, join us in this thankless task of saving the world."

Diplomacy: 1d20 + 18 ⇒ (16) + 18 = 34


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0
Kyffin wrote:
”Al, what are you?”

"I'm what I've always been", Al barks back in the same voice you've come to expect from the man, then he adds with a sad tone, "more or less, that is."

The gray creature starts to stretch and twist again, but this time the limbs bunch up, the head squeezes back into a rounder shape, and the old color comes back as Albert's face seems to bloom while the gray skin appears to run down his head and transform into the gray beard that's usually catching crumbs.

"I know it ain't right, it was that danged manual I was working on, it warped me something strange, but it couldn't break my mind. Eventually I learned to control what it had done to my body, even use that to my advantage, and it did wonders for my arthritis." The old man claims his fallen blade and shield and readjusts his gear after the body transformation.

"Now don't be doubting me, I'm still the same good souled man of the fields that I've always been. You all have seen me standing at your sides fighting the evil upon this land. As much as anyone I want to find the source of this madness and drive it's hideousness from our world. I might be a not-doctor, but I'm also Albert Hazred, a family man that's loyal to his companions and devoted to Erastil."

"By the way, if you ever do run across a manual written by Al Hazred don't read that thing, it might turn you into a not-doctor too."

"Now where has that boy gone?" Al looks around for Tristain, "I hope he ain't run all the way back to town."


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0

HP:8/39

Al returns to consciousness with his large, solid white eyes focusing on Heinrich. "Thanks, son, now protect Tenny." With a quick twist the not-doctor springs to his feet. The dropped blade lies unclaimed on the floor and his hands now end in vicious claws. "Boy", he growls at Asa, "You're gonna reckon for that." His claws start glowing with a holy light as Albert tilts back his head and howls in an alien voice.

move action to stand, standard action to put Divine Bond on his claws, 2 years action to reveal the not-doctor


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

Quinn cheerily lays down his weapons. "Come on Tsin, we get to meet the Lion Queen, you can't miss that, image telling that story to your grand children one day." Then Quinn considers, "Well, at least your friend's grandchildren." Quinn rummages through his bag and retrieves his best bottle of 'shine to share with the queen.


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0

heck yea, that's the plan, we have a ton of questions, no answers, no one with information talks to us anyway, maybe they're afraid of assassins jumping out of walls, so let's be loud about killing them. Albert gets a wheelbarrow and a bell and pushes the corpses through town while ringing the bell and calling "Bring out yer dead!" If anyone peeks out he stops to tell them about a fort of undead, the assassins in the wheelbarrow, and how Erastil is going to drive evil from this forsaken town.


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

Crow-Quinn flaps around as he investigates the gatehouse.

Perception: 1d20 + 30 ⇒ (6) + 30 = 36

in crow... "Let's not even get near the corpse pile, last time we did that was a bad idea. We should fly to the keep and be as sneaky as murderous crows."


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

Crow-Quinn pops out of space to appear above the spider and pecks it hard on top of it's multi-eyed head. dimensional hop to spider's head

Caw Caw!:

"See that, Zeno, just like I learned from you!"

Peck of Chaos, touch attack: 1d20 + 11 ⇒ (12) + 11 = 23 (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

Quinn's years of traveling with Hektir provide him with the insight to understand the ape's actions. "Clearly he needs to go to the bathroom. Go ahead, buddy, this tent is as good as anywhere." His ape buddy reassured, Quinn turns his attention back to the otherman. "Right, so, what kind of journey will it be to the fortress of Vashliq and what will Bremagyr have waiting for us when we get there?"


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0

yep, it is a standard action, I've been playing that wrong for a while. Sorry, Kyffin, that was non-healing dirt that Al wiped across your wounds

Albert curses the evil trickery and slashes at the same target he just bloodied with a renewed anger. "Dang evil wickedness, you'll not escape my blade!

red destiny: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d6 + 4 ⇒ (5) + 4 = 9


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half-elf Oracle 11 | HP 91 | AC 27/15/24 | F +6, R +7, W +9(+2) | init +3, Perception +7 | CMB +9, CMD 24

Kel studies the star chart until the answers are clear to her.

questions:

1. does Quilindra intend us harm?
2. If we proceed directly towards Thorn's End, will we run afoul of any of the denizens of the swamp?
3. Does Quilindra plan to lead us directly to Thorn's End?
4. are the key members of the Winter Council at Thorn's End?
5. is anyone waiting to ambush us in the swamp?
6. is anyone waiting to ambush us in Thorn's End?
7. Is any long lasting alliance possible with any of the Winter Council?
8. Can we rest here safely this evening?
9. Can we reach Thorn's End in one day, or do we need to camp out in the swamp?


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

seems obvious that Quinn's new junk broke the website

"Hektir, what are you doing drinking in here alone? You promised me this wouldn't happen, remember that promise? If you ever start day drinking I'm included and don't forget it!" Quinn shoves the door fully open and grabs the bottle of shine, then Hektir, and drags both from the room. "What's with you today?" Then Quinn notices the glum expression of self pity and the wandering gaze. "Oh, hey buddy, this is good for both of us, I've always been your wing man, that won't change, we'll just have more company at our table." Quinn admires his own new form. "I gotta say, the length of elven chain shirts totally makes sense now. I just thought it was a fashion thing, but it's actually very practical."


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

As Hektir finishes the ritual, a clattering of empty moonshine bottles from the corner startles the party. The hut yields another mystery as an elf in nothing but a loincloth rolls out onto the floor amid the bottles. "It's real!" new Quinn proclaims as he stands up excitedly. "Cayden was there, and voluptuous barmaids with full tankards, and a wonderful beer garden that stretched as far as the eye could see! Cayden told me it would always be there and I could come back whenever I wanted, hear the Hektir, a pub we can't get kicked out of! I had to come back and get you! Cayden won't mind that you didn't worship him before, he'll just be glad you started now." Then a moment of sadness crosses his face. "Of course, now that I'm an elf you'll have to wait an extra 200 years for me to arrive."

New Quinn strolls over to dead Quinn and sits down next to him. "This is strange at the least, old Raspy sure turned me into a crispy meatbag. I'll just start removing all my stuff from this old body." Quinn appears to have no modesty for his old self as he strips the roasted half elf and cleans up his gear as the nearly naked corpse sprawls across the floor. "Throw this old thing outside?" Quinn points at himself.


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

At least the liver is fresh and able to take it, not like that swollen, abused thing old Quinn was lugging around.


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

Reincarnation is fine, Quinn already lacked dignity


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

As Quinn's muscles remain slack in death, trapped gas continues to escape from him and it almost appears as if the corpse is grinning.


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

"We could put the coffins at the base of the pew wall, set them on fire, then collapse the wall onto them", Quinn suggests. "Or we push them off the top of the stairwell, while on fire, and let them crash below. Or I could animate the coffins and make them squeeze and crush their contents while trapping them inside." Holy symbol ready and presented at the end of his crossbow, Quinn aims at the coffins and waits for the party to decide the method of destruction.

Quinn will use his Holy Symbol to keep any vampire at bay if it tries to move on the party


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

Quinn's cheery smile freezes on his face a moment before the kind hand outstretched to help the old crone slaps her hard across the face. "HOW DARE YOU STEAL OUR SUMMER, YOU GOOD FOR NOTHING OLD WITCH!"

Slap of Chaos, touch attack: 1d20 + 12 ⇒ (18) + 12 = 30
touch of chaos: target takes the lower of 2d20 for each d20 roll for 1 round, now is the time for any hexes and anything that requires her to make a save

The judging slap of Cayden delivered, Quinn snakes his rapier from it's scabbard and then pops out of existence to reappear behind the old woman. "Pummel her, Hektir, a blow for every flake of snow that ruined our glorious summer!" try to hop into square behind her to create flanking for Hektir or Tsin


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

how about prep round, then we start with our freezing sphere, flame strike, fireball surprise round. Prep round is Hektir-Fly, Mal-Haste, Quinn-Bless, Tsin-PfE, Pems-?

Quinn blesses the party with Cayden's insight as the others grant their own boons. When they're ready, Quinn emerges with Mal and Pems as their spells go crashing into the group.

Flame Strike: 14d6 ⇒ (3, 2, 6, 6, 4, 3, 4, 4, 6, 6, 5, 4, 3, 6) = 62 damage, half fire and half divine, DC21 Reflex save for half, 10' radius, target lady and bears, include tank if possible


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0

"We can't stop now, there might be folks that need our help, that evil lady could be turning others into more of them joe-joe zombies right now. I say the lad is right, we get down to the courtyard, set that door on fire so we can beat a hasty retreat if needed, then we find our missing people and get rid of them evil doers." Albert adjusts his pack like it's decided and starts scouting out the fort. "What's that down in the courtyard, near the well, or is it just my old eyes playing tricks on me?"

not that Al really sees anything, but prompting the party to look, and Al will take a 19 on Perception


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0

wow, glad she's not a doppelganger

Albert races back to Winter's aid and Red Destiny slashes across the skum's torso."Mmm mmm, we'll be eating frog legs tonight." move into square in front of Tristain

red destiny (short sword): 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
damage: 1d6 + 4 ⇒ (6) + 4 = 10


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0

...and apparently at this distance Al has mistaken you for Skum (with that -3 Perception check) and thinks you're doing just fine over there standing all by yourself


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

Quinn prays, and drinks, and prays some more, while drinking, and continues pray-drinking until it seems certain he must pass out. We wavers in place as a gurgling rumble rises from his belly, and he vomits all over the corpse of the architect. Then an amazing thing happens. The spew takes on a life of it's own, stretching across the deceased and forming bones, connective tissue, muscle, and skin. In moments, the whole man twitches and gasps for air. "Syour Welcome" Quinn mumbles then crumples to the floor and crawls to the bathroom where he continues to be sick.


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The barbed wire at the edge of the tower quivers for a moment, then springs free and slashes at the troops and attempts to coil around them. The door of the tower pulls itself form the hinges and starts slamming against the nearest soldier. Throughout the structure objects twist, warp, and swarm across the men. Animated Objects

Animated Object 1a: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d6 + 3 ⇒ (6) + 3 = 9

Animated Object 1b: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d6 + 3 ⇒ (2) + 3 = 5

Animated Object 2a: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d6 + 3 ⇒ (5) + 3 = 8

Animated Object 2b: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d6 + 3 ⇒ (1) + 3 = 4

Animated Object 3a: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d6 + 3 ⇒ (5) + 3 = 8

Animated Object 3b: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d6 + 3 ⇒ (5) + 3 = 8

Animated Object 4a: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d6 + 3 ⇒ (5) + 3 = 8

Animated Object 4b: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d6 + 3 ⇒ (3) + 3 = 6

Animated Object 5a: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d6 + 3 ⇒ (3) + 3 = 6

Animated Object 5b: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d6 + 3 ⇒ (4) + 3 = 7

Animated Object 6a: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d6 + 3 ⇒ (1) + 3 = 4

Animated Object 6b: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d6 + 3 ⇒ (1) + 3 = 4

Animated Object 7a: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d6 + 3 ⇒ (4) + 3 = 7

Animated Object 7b: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d6 + 3 ⇒ (1) + 3 = 4


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

With the Dullahan's escape thwarted for the moment, Quinn turns his attention on the tower. He performs a stiff dance of mechanical looking movements and the tower responds in kind as barbed wire, doors, ladders, and defenses tear themselves from the structure and swarm on the troops within the tower.

cast animate objects on the tower and use the defenses against the troops, create 7 medium objects with the construction traits of extra attack and grab


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

Quinn gestures toward the trench and a wall of broken bottles, shattered pint glasses, and smashed pottery whirls into existence and shreds the hapless soldiers.

cast Blade Barrier on the soldiers in the trench, covers 280 feet so the whole trench

Blade Barrier:

Range medium (100 ft. + 10 ft./level)

Effect wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high

Duration 1 min./level (D)

Saving Throw Reflex half or Reflex negates; see text; Spell Resistance yes

An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.

If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.

A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

Blade Barrier: 14d6 ⇒ (4, 4, 4, 5, 1, 3, 1, 3, 5, 1, 4, 6, 3, 3) = 47 Reflex save DC 22 to avoid the barrier and shift to either side of it, see spoiler text


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

both Mal and Quinn got that Will save, how about we move out of the swarm (if you'll allow Mal the same) and we save the channel, thus not having to rule on it vs. swarms?


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

earlier...

Tsin wrote:
”No, I would have thought you had a deeper connection with it, given the number of them you’ve buggered.”

"I told you, that wasn't me, it was Hektir, I was talking to the farmer when it happened!"


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

Quinn sends out waves of healing and boisterous bragging to the party. "A fearless, reckless slapping, distracting the beast from Tsin, Cayden would be proud!"

Channel Heal: 7d6 ⇒ (1, 3, 3, 2, 6, 3, 4) = 22

Channel Heal: 7d6 ⇒ (5, 3, 4, 1, 6, 3, 2) = 24


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0
Tristain wrote:
"Al, you remember all this, right? You still remember things, don't you? This is all how you remember things?"

"Honestly, everything after the final manual is all a blur. A hodgepodge of crazy nightmares of things that ain't right and things that might not even be." Al looks up slowly into the evening sky and a bullseye lantern from a nearby window focuses on him while the sounds of the town fade into the background. "You see, I always wanted to be a writer, felt storytelling was my calling. Thing is, I didn't have the knack for it. My stories were as dull as an unpolished hoe. Anyways, what I did discover was that my skills were darn perfect for writing manuals. I was churning out dull manuals until the last one crossed my desk. It was a guide in pure madness and as I wrote it I lost my mind as well. It wasn't nothing of this world, ain't nothing that we were meant to comprehend. I'm warning you, if you ever come across a manual written by Al Hazred you best leave that thing untouched and not dare even a peek inside those pages." Al sighs and looks down from the evening sky to the ground. "I don't know how long I was afflicted, but my mind came back to me slowly at the asylum. It still ain't there all the way, but it's getting better. Ain't much I remember about this town off the top of my head, let me think on it for a bit."

does Al know anything about Trushmoor?


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

Quinn drinks lots of 'shine and sleeps well through the evening.

so, in the morning, try to break the enchantments by casting spells on the girl against their wishes? First go to the ghost and see what happens there? Detect undead on the teens? Cast Geas on them and send them in quest of Mal's good hat?


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

Quinn hesitates at the words from his companions. "Maybe it doesn't like being here any more than us? It could be an ally if we treat it properly?"

"Hey there, pal." Quinn calls to the treant, "We're going out on a limb here, and we can leave you alone if you prefer, but maybe you're tired of these soldiers barking orders all the time and you'd prefer this whole camp was uprooted?"

Diplomacy check: 1d20 + 8 ⇒ (11) + 8 = 19


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

Quinn scowls at Hektir. "I'm not falling for that one again. This is like the time you asked me to smell the 'curious mole hill' in the cow pasture, or the 'strange looking fruit' at the butcher's shop, or the 'knothole in the tree' of that sleeping dryad. That almost got us killed if you remember properly."


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

"That's a fine plan." Quinn toasts to Tsin's sense of logic. "Let's find the woman, Hektir and I are good at that. Then the rest of you can keep her from running away, because we're not good at that." Quinn takes another swig and adjusts himself as he inadvertently emphasizes his point.


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

DC 18 Fortitude save: 1d20 + 16 ⇒ (13) + 16 = 29

DC 18 Will save: scary, moaning women can't strike fear into Quinn, he's spent too much time around Hektir's quest to find a wife

Quinn steps away from the evil creatures and sends another flaming drink pouring over them. shift back and target the 4 south of Quinn

Flame Strike: 14d6 ⇒ (2, 5, 4, 2, 6, 4, 5, 5, 6, 1, 2, 2, 4, 1) = 49 fire and divine damage, DC 21 Reflex for half


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AC 23, touch 15, flat-footed 19, hp 46, Fort +9, Ref +10, Will +8; +2 vs. enchantments, CMD 23, Perception +0

forgot about this, Thanks PL for the reminder: Aura of Old Man Smell: +4 vs. fear for party members that can smell Albert near them (10 feet), so Kyffin makes the save!


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

"Sure, I can do that, a drunken corpse translator is easier than you think. Hektir, start drinking, more, we've a task for you."

tomorrow Quinn can get Speak with Dead, or Hek can just improv it


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Male Elf Traveler 16 | init +6, per +31 | AC 34/19/28 | HP 130 | Fort +17, Reflex +15, Will +19 (+2) | CMB +14, CMD 33

Quinn blesses the party cast Bless in first round, because Mott is a kind and lenient GM that will allow the +1 bonus to fear effects to save Mal and then the horrific visions begin.

DC 21 Will save: 1d20 + 19 ⇒ (8) + 19 = 27

In the midst of the visions, a terrible, disgusting, awful, bad word is uttered, "Sobriety", and Quinn feels weaker.

DC 25 Will save: 1d20 + 19 ⇒ (12) + 19 = 31

Realizing their foes are substantial and fearsome, Quinn grants a greater blessing to the party.

cast Blessing of Fervor on the party

Blessing of Fervor:

Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

~ Increase its speed by 30 feet.
~ Stand up as a swift action without provoking an attack of opportunity.
~ Make one extra attack as part of a full attack action, using its highest base attack bonus.
~ Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
~ Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

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